@SCENARIO
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^
^^============  BATTLEFIELD CHESS (ver 1.0) ============
^^ a two-player or single-player scenario by Kobayashi
^
^^ Before starting, make sure you have run the batch file BFC.bat and chosen
^^ either the one player start or two player start options.
^
@options
]
]  == USE THE DOWN ARROW KEY FOR EASY SCROLLING ==
]
]  SUMMARY
]  ==============
]  Battlefield Chess simulates a battle between two fictional powers, Red and Blue,
]  at the divisional level. You win by seeking out and destroying your opponent's 
]  Division HQ. 
]
]  Why the term CHESS? Every effort has been made to make both sides equal. Like 
]  Chess, both sides start with the same number of units of each type and there is 
]  very limited ability to replace units which are lost. The Map is symetrical so
]  neither side can claim terrain-based advantages. Like Chess, there is no need
]  for research. Unlike chess, the starting positions are flexible and no two games 
]  will be identical.
]
]  In a single player game, you MUST play as the Blue Army. In a two player game,
]  the second player MUST play as the Red Army. None of the other tribes are
]  playable and the maximum number of players is two.
]
]  IN-GAME BONUSES
]  ==============
]  Your main city is a Bunker HQ that is dislocated from the battlefield on the BFC
]  console. Its only function is to build units called 'Get Reserve'. These will be 
]  able to 'press' buttons numbered 1-6 which will appear randomly next to your 
]  Bunker HQ. Do not change the build choice to anything else as you will not be  
]  able to continue building the 'Get Reserve' later and nothing else is powerful 
]  enough to 'press' the buttons.
]   
]  1 - Gunboat Flotilla
]  2 - Request Strategic Airstrike
]  3 - Additional Ground Forces
]  4 - Combat Engineer Units
]  5 - Special Ops forces (Helicopter units)
]  6 - Tactical Airwing squadrons
]
]  In addition, you will get reinforcements if you destroy any Brigade HQs or 
]  capture any primary logistic bases (the first three cities built). There are
]  also two targets of opportunity which will yield favour points (gold).
]
]  MAIN LOGISTICS NODE
]  ==============
]  Cities are basically GSSB (General Support and Supply Base) and you start off 
]  with one GSSB which is you primary logistics node. It is a high growth city and
]  starts off building logistics battalions (caravans) whose only use is to supply
]  additional growth (food) to your other GSSB. Do not change the build choice to 
]  anything else as you will not be resume able building the logistics battalions.
]
]  BUILDABLE UNITS
]  ==============
]  MINEFIELDS are expendable defense units used to slow the enemy's advance.
]  
]  SALVOs represent artillery attacks but are actually short move range-1 planes. They 
]  are cheap and you can fire them at full range instead of retrieving them if required.
]
]  TACTICAL AIRWINGs are longer move range-1 planes and are irreplaceable.  
]
]  UNUSUAL UNITS
]  ==============
]  COMMANDO units are spies but sabotage is the only allowed spy function in BFC.  
]
]  BRIGADE HQs (you have three) are land-based carriers whose main role is to act as
]  a mobile artillery platform. Remember that air-units will not follow a land carrier 
]  and you need to move the Brigade HQ first and then follow with the air units. Later
]  you might get self-propelled artillery, these have the same function as the HQs.
]
]  COMBAT ENGINEERS are settler units. In practice they are only useful for starting
]  GSSB, making roads, trenches and transforming land to the Killzone type where units 
]  have 0% defence. 
]
]  HOUSE RULES
]  ==============
]  Do not rename cities.
]
]  Minefileds must be moved out of cities as soon as they are built.
]
]  Do not place any units across your half of the board in the intial placement phase.
] 
]  Do not place any emplacements in or NEXT TO water or in cities.
]
]  You are not allowed to disband any Division or Brigade HQs.
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THE END

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